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- Oct 15, 2014
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WARNING: The following discussion will almost certainly contain opinions, especially ones that may differ from your own. If you encounter such an opinion, proper procedure dictates a calm response to prevent an S-Class Moronic Arrogant Dumbie (or MAD) event.
I played a lot of old RPG's in my childhood (which probably explains my current obsession with making them), and one aspect I noticed was slowly weaned out of the industry was the "overworld" mechanic. Basically, an overworld was a non-scaled world map that the characters would walk to different places. The closest modern comparison I can think of is Mass Effect, but for the most part it disappeared as open-world maps became more popular (would Skyrim be Skyrim if you couldn't explore every stupid cave?).
My question is: Are overworld maps something we got rid of for good reason? My nostalgic logic says it's not that terrible of a thing and I could put it into my game (already a nostalgic trip into the past), but as it's a sandbox-stylized RPG with the main driving force being the player's choices, it seems ill-fitting. Thoughts?
I played a lot of old RPG's in my childhood (which probably explains my current obsession with making them), and one aspect I noticed was slowly weaned out of the industry was the "overworld" mechanic. Basically, an overworld was a non-scaled world map that the characters would walk to different places. The closest modern comparison I can think of is Mass Effect, but for the most part it disappeared as open-world maps became more popular (would Skyrim be Skyrim if you couldn't explore every stupid cave?).
My question is: Are overworld maps something we got rid of for good reason? My nostalgic logic says it's not that terrible of a thing and I could put it into my game (already a nostalgic trip into the past), but as it's a sandbox-stylized RPG with the main driving force being the player's choices, it seems ill-fitting. Thoughts?



